mirror of
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534 lines
13 KiB
Plaintext
534 lines
13 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="MaterialSystem" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
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CFG=MATERIALSYSTEM - WIN32 RELEASE
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "materialsystem.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "materialsystem.mak" CFG="MATERIALSYSTEM - WIN32 RELEASE"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "MaterialSystem - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "MaterialSystem - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""$/Src/common/MaterialSystem", FEACAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "MaterialSystem - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Output_Dir "Release"
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /YX /FD /c
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# ADD CPP /nologo /G6 /W4 /Zi /O2 /Ob2 /I "..\common" /I "..\public" /I "..\public\tier1" /D "NDEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /Fr /FD /c
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TargetDir=.\Release
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InputPath=.\Release\materialsystem.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll \
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if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map \
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll \
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if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map \
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if exist ..\..\game\bin\MaterialSystem.pdb attrib -r ..\..\game\bin\MaterialSystem.pdb \
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if exist $(TargetDir)\MaterialSystem.pdb copy $(TargetDir)\MaterialSystem.pdb ..\..\game\bin \
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"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\..\game\bin\MaterialSystem.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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# ADD CPP /nologo /G6 /W4 /Gm /ZI /Od /I "..\common" /I "..\public" /I "..\public\tier1" /D fopen=dont_use_fopen /D "_DEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /FR /FD /GZ /c
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# SUBTRACT CPP /YX
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /base:"0x28000000" /dll /map /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /nodefaultlib:"libc.lib" /pdbtype:sept /libpath:"..\..\lib\public" /libpath:"..\..\lib\common"
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# SUBTRACT LINK32 /nodefaultlib
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# Begin Custom Build
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TargetDir=.\Debug
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TargetPath=.\Debug\materialsystem.dll
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InputPath=.\Debug\materialsystem.dll
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SOURCE="$(InputPath)"
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"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll
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if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll
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if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map
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# End Custom Build
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!ENDIF
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SOURCE=.\Wireframe.cpp
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!IF "$(CFG)" == "MaterialSystem - Win32 Release"
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# SUBTRACT CPP /YX /Yc /Yu
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!ELSEIF "$(CFG)" == "MaterialSystem - Win32 Debug"
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# SUBTRACT CPP /YX /Yc /Yu
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# End Target
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# End Project
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